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After finishing the new searchdecks I started on creating the missing hybrid classes as they were heavily requested by many people in the forums. So I am looking forward to constructive critizm of my ideas.

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Blood Siphon - you may not want the hero to be able to suffer hearts that would defeat him, as it could raise timing issues.

I think your class cards are messed up when it comes to the cost of XP. One of them should cost nothing, and tell you to use an appropriate class deck. The others should be 1, 2, and 3. Instead, you have a 1, 2, 3, and 3, with no card telling you how to use the proper class deck (the default card).

Immortal - No comments

Runewitch - No comments

Arcane Ranger

Runic Resonance - I would place a period "." after the phrase "for each rune equipped"

It is interesting that you do not allow this character to summon his familiars until he has 3 XP.

Trickster - No comments

Blade Dancer

Daring Whirl - I would add a blank line between the first and second sentences.

Paladin

Note that you have named both your 2 XP and 3 XP class cards the same name: Burning Fervor. One of them should be changed.

Burning Fervor (2XP) - Change the word "monster" to "monsters" in the last sentence.

Assassin

Since you already have a custom class called Assassin, I don't think you should have a Hybrid class by the same name. I would recommend changing this name to something else.

Backstab - Change the word "monster" to "monsters" in the first sentence.

Vanish - You use the term "within range 2" where everywhere else, on all of your other cards, you use "within 2 spaces". I would change this card to the latter to remain consistent.

General Comment - You have multiple cards that increase some attribute by at least one, but on only one of the cards do you say that it can only be increased to a maximum of 6. This lack of consistency could be interpreted that you allow for it to be higher than 6. You should add the "to a maximum of 6" to all of the cards.

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Warlock - 1) Hmm, yeah that is true, but there is a problem with space on the card, as it is a may effect, suffering more health than you have left shouldnt be an issue as you generally dont want yourself get Koed during your own turn.
Warlock - 2) acidentally uploaded the wrong card, fixed that. Now it is 0, 1, 2, 3

Arcane Ranger - 1) in general such effects dont have any interpuntation on the cards which provide such thing.
Arcane Ranger - 2 and 3) i am still working on the template for the familiars which is quite daring to do, I will upload better versions of them, once I got the template done. That he gets his familiar so late is intended

Blade Dancer - 1) will do that!

Paladin - 1) whoops 3exp should be cleansing fire, will fix that
Paladin - 2) yes will do that, thanks!

Assassin - 1) I dont have any custom class that I did which is called Assassin, I only can recall a Shinobi
Assassin - 2) yes will do that, thanks!
Assassin - 3) That is a bit tricky to explain but there is a difference in function, i will check over it again.

General - the (to a maximum of 6) is only on cards that increases attributes temporarily, If you check through all cards from all classes you will see that is the normal behavior for this kind of attribute modifiers. If you increase it pernamently, the (to a maximum of 6) is ommited in all cards that use the Apply +1 to your X.

50 minutes ago, any2cards said:

- You have multiple cards that increase some attribute by at least one, but on only one of the cards do you say that it can only be increased to a maximum of 6. This lack of consistency could be interpreted that you allow for it to be higher than 6. You should add the "to a maximum of 6" to all of the cards.

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Runic Resonance: This one can be a bit dangerous as the way it is worded you effectively get +1 ~ for each rune you have equipped as long as you roll at least 2. Assuming you have Imbue Arrows you could have 3 (2 other and the ACT2 armor that is a rune.) runes equipped. Also FFG can add more in at any time so this may have issues later on.

*Assassin

Backstab: Really should add a before or after die roll part.

Vanish: This will break a lot of quests that require the OL to kill all heroes. Nothing would prevent this from being triggered every turn.

*Blade Dancer

Lethal trance: This is seems a way over strong. Very likely to be able to kill a lot of monsters in one turn. Fatigue cost is way to low even if it did not have the potential to refresh. Compare this to the runemaster who can get a bonus attack for 2 fatigue. I would put make at least 3 fatigue and maybe 4.

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I revisted Runic Resonance, Backstab, Vanish and Lethal Trance and made some changes.
Regarding Lethal Trance, dont forget that you only can use Blade weapons (which are not the best in the game), and you still have to pay fatigue each time you want to use it.

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Its your set of course but I still feed Lethal Trance is way to strong. I do realize you need to recover fatigue but if you plan for it that is not much of a hindrance. The first thing that comes to mind is Tinashi would be the hero and assume she gets a nice weapon like a Glaive. Then with a bard using understudy she could recover up to 4 fatigue per attack.

For vanish it is still totally broke on the CtR/MoB campaign on quests that say kill all heroes. Very easy to heal 2 hearts per turn.

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Smoke bomb is no longer broken but might be a bit week for a 3 pointer as probably 2/3 of all monsters are melee and would not be affected by this. Personally I would feel that it would be reasonable if you dropped two fatigue cost and made it a passive.

Lethal trance still in my view is way to strong. Change to Logan Lashey and assume he has the same glaive. Then give your bard rehearsal and he affectively ignores the two conditions. As a bonus due to the exotic part he can even move a free space after each attack. With understudy he can recover two fatigue for a surge. Will be a massive killing machine.

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Once again, I have an issue with the above analysis. In both cases (Tinashi & Logan Lashley), you are picking one hero, one weapon, and one situation, and calling the card OP.

There are 110 Heroes across all of the expansions (including dups within the CK and H&M). Expecting a custom class to be perfectly balanced for every hero and for every Act I and Act II item (124 items) is simply ridiculous and unnecessary.

Hell, even FFG's own creations don't come close to being perfectly balanced; why should a custom class have to be?

I guarantee that any card that anyone creates, I can find a situation where it is under-powered or over-powered. There is no perfect card.

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My view is when designing a class you should check that it is not broken with ALL heroes that can select it. If I was to play this hybrid class as deigned I would take Logan and definitely would have a bard with it. The weapon is not critical although the blade+exotic makes it worse. While there are a lot of broken stuff in already, I feel one should be careful how much more gets added in or the game gets too unplayable. Underpowered is not critical but it drastically overpowered it should in my view be considered.

With that said I like a lot of the ideas here and was just offering my opinion to help resolve a few of what I felt was broken. If the OP is not interested, I am in no way offended if it is ignored.

For this skill what makes me nervous is there is no limit to how many times it goes off in a turn.

A few thoughts for help balance is it to add more penalties to it. Say each time it is used the OL can give the hero any condition or if the attack does no damage the hero is defeated.

But in the end if your heroes are not going to be to abusive with it, you can do anything you want.

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I really do love the Imbue Arrows of the Arcane Ranger but not so much other skills.

Maybe you should keep the idea for all the others cards.

2 surge = 3 surges is weaker than giving a surge ton an attack, since it needs to have some to have more.

The idea behind runic resonance is, that with imbue arrows you have a ton of surge options but often too few surges to use them. With runic resonance you can enhance your maximum potential of surges if you manage to resonate your imbued arrows with your magic (i.e. having already 2 surges), thus enhanching the effects of your rune arrows. And the summon animal is a experiment to give a hybrid class a summon option that is in tune with the concept of the ranger.